knight
The Knight is the living standard of chivalry and command. Clad in steel and sworn to a code of honor, they stand as exemplars of valor on and off the battlefield. More than a mere warrior, knights take command and lead the troops when commanders falter; they inspire courage and keep up morale. Their presence alone can steady wavering soldiers and embolden common levies to stand firm against overwhelming odds.
Due to this, being a knight is something even lowly squires strive for, for their entire lives, even those who haven’t been knighted are knights, but only those knighted will be recognised by nobility and society as royal or noble knights. Nevertheless, and even though they don’t wield magics, Knights often appear larger than life as paragons of their duties and discipline.
Devoted Envoy
You know how to conduct yourself with grace as an ambassador, granting the following benefits:
- Comprehension: You can cast the Comprehend Languages spell but only as a Ritual. Charisma is your spellcasting ability for it.
- Polyglot: You learn one Common language of your choice. When you finish a long rest, you can replace this language with another of your choice.
- Well Spoken: You become a novice in one of the following skills of your choice: Inquire, Insight, Intimidation, Performance, or Persuasion. If you are already trained in all of these skills, you can pick a different skill from the Fighter Skill list to become a novice in.
Rally the Troops
When you use your Second Wind to regain Hit Points, you can choose a number of allies equal to your Charisma modifier (minimum of one) within 30 feet that you can see. Each of those allies regains Hit Points equal to 1d4 plus your Fighter level.
Once you use this ability, you can’t use it again until you finish a Short or Long Rest.
Surging Presence
When you use your Action Surge, you can choose a number of allied creatures equal to your Charisma modifier (minimum of 1) that are within 30 feet of you and that you can see. Each of these creatures can immediately take a reaction to use one of the following options:
- Attack. The creature makes one attack with a weapon or an Unarmed Strike.
- Move. The creature moves up to half its speed without provoking an Attack of Opportunity.
Mass Tactics
When you use Rally the Troops, each chosen ally has Advantage on the next d20 roll they make before the start of your next turn.
Share the Burden
When an allied creature you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend a use of your Indomitable feature. The creature can immediately reroll the saving throw with a bonus equal to your Fighter level; the ally must use the new roll.
Inspiring Commander
You gain the following benefits.
- Bolstered Rally. The area of effect for both Rally the Troops and Mass Tactics is now a 60 feet.
- Unshakable Bravery. You have Immunity to the Charmed and Frightened conditions.